While digging around various Unisystem adaptions, I ended up wondering if there was a Cyberpunk 2020 one. As that opened the door to a lot more threats than goons and the animal out of Chromebook 3. Although strictly speaking, the RPG system in Cyberpunk 2020 is calle Interlock, rather than being purely bespoke.
This would let me access all the variable things from All Flesh Must Be Eaten
and particularly the Resident Evil fan-netbook (RE:Genesis) that circulates
across the internet. But first I needed to find a conversion process.
I conveniently found one for All Flesh Must Be Eaten, Deadworld 2021. I really
should have saved the landing page, but for the point of my conversion, these
were good enough.
https://web.archive.org/web/20041115090417/http://www.shinies.net/oaxaca/deadworlds/cyberpunk2021_weapons_tech.htm
Credit to whoever made these.
I just did some reversing and eyeballing to come up with the
stat to stat conversion equations.
Since Unisystem also used stat + skill + 1d10, I just
applied the Shadowrun conversion number (x1.666) to change the 1-6 results into
1-10. Then fiddled with them to get the right spread.
Originally, I did a formula:
Stats were rounded to the nearest whole number and 2 is
added if the result is 1-4 (becoming 3-6) excluding if the stat is 0 or less
BODY = STR and CON are converted to 2020 numbers separately.
With CON having accounting for any extra Dead Points about the normal 15. by
dividing the extras by 5. Once you get more than 15 (+3) extra I divided by /10
for the remainder, so the numbers don't get too big. 15 in Unisystem being 25
in Interlock. The final tally is averaged.
This proved too unwieldly because Unisystem assumes 2 =
competent (Interlock 6) but Unisystem 6 = Interlock 10, human maximum. I ended
up using a simpler chart, erasing the last several days of work on this and
making my third revision:
1 = 3, 2 = 6, 3 = 7, 4 = 8, 5 = 9 and 6 = 10
After than I tried to get it so 12 = 20, which returned us
to a normal 1.666 multiplier from before for scores over 6
BODY was still an average of the Cyberpunk 2020/Interlock
score with Dead Points still effecting CON
INT is both INT and TECH for those Zombies which can use
tools. There is a slight disconnect here, with many zombies having negative
INT. This was resolved as followed, a INT of 0 or less means a Zombie has an
INT of 1 and not TECH score.
PER ended up just being Awareness, as there is no core
awareness/Wisdom stat in Interlock.
Pushing Will from a sort of Charisma/Force of personality
thing to COOL
Speed in AFMBE is Dex + Con x 2 (miles) or x 3 (kilometres),
divided by 2 to get yards/meters per turn (1-5 seconds) and multiplied by 3 to
get running.
That matches up pretty much with MA (meters per round, x3
for running)
Zombies tend to have fixed speeds though, so the normal
score of 8 in Unisystem compared to 6 in 2020 gets a multiplier of 0.75.
Skills were recalculated the same way to fit 2020 numbers.
If I was to do this for Cyberpunk RED, I’d go back to the
start and rework these all again
The sample homebrewed zombie below had a few additions. In general,
I don't hold the idea of living zombie being fully immune to conventional
firepower, so I employ a Battletech idea. A zombie who has two hit locations
destroyed bleeds out eventually (Timeframe at the Referee's discretion).
The description said Damage Resistance (halve damage) but
also said this was the result of the Decentralized heart emerging, so I stuck
to the 2020 version.
The spine weak point and the regeneration remain unchanged
from AFMBE.
Damage remains an issue, multiply Bite 1d4 by STR gets a
range anywhere between 1d4 x 1 (1-4) to 1d4 x 6 (6-24), enough to bite through
what the conversion rated Light Armourjackets and like all slashing/stabbing
weapons in that game, doubles penetrating damage
Some Cyberpunk 2020 melee weapons halve SP, but it's not consistent
and 2020 generally rates melee attacks as not very good (unless martial arts).
I was suggested damage for teeth should be 1d6 or 1d6/2+1 since
2020 leans more on realism.
Anytime I present an alternative with a # at the start are
more tone-based damage which is higher than what might be "realistic “for
a zombie.
Biotechnica Zombie
A horrible nano-bot firmware glitch affecting people with
both Muscle & Bone Lace and Skinweave.
BODY = ((STR 6 = 10)+(CON 4+((20-15)/5) = 5)/2 = 7.5 = 8
REF = 2 = 6
INT = 1 = 3
TECH = 1 = 3
COOL = 2 = 6
MA = 4 x 0.75 = 3
EMP = NA
LUCK = NA
ATT = NA
Skills
Awareness = 1 = 3
Brawl = 2 = 6
Melee = 2 = 6
Attack Bite 1d6/2+1 (#1d6+3) or with Weapon
An alternative idea would be to up all damage as a Bite in
AFMBE is D4(2) x STR, the same as a Large Knife. Rippers are considered to be
the same as a Large Knife in this adaption.
Therefore, you could upgrade the Bite to 1d6+3 and so take
any claws would get upgraded to Slice N'Dice damage, 2d6(AP for consistency) or
Wolvers, 3d6(AP).
BTM -3 DAM +2
Skinweave SP 12
Weak Point - Spine: Only Called Shots/Destruction of Torso
can stop it
Decentralized Heart +2 to Death Save to Torso
Regenerates 1 Damage per round
Can use simple tools and traps, possesses long-term memories
and animal cunning, eats organs, doesn't spread
Now that’s out of the way, let’s get into the Resident Evil monsters.
Only the classic 1990s ones, Cyberpunk is a very 80s and 90s game and theme. I
am cheating though by adding Crimson Heads from the 2002 remake of Resident
Evil, but that is to bulk out the humanoid section. I was going to do 1 post
per game, but I spent so long redoing the conversion math repeatedly, we will
do this by theme instead. No real attempt a lore here, it’s your games.
Monsters that were or were partly human.
T-Virus RULES
Any Bite/Scratch that breaks the skin or causes ingestion
transmits the infection, the victim takes 1d6 damage every hour or 1 per day
with incidental infections such as droplets (Resist with diseases and bio war
agents for 1d6/2 damage) until death occurs by any means. Within the next hour
they reaminate as zombies. Symptoms appear when Wound boxes reach Serious.
Zombie/Modified Zombie
BODY 5
INT 1
REF 3
COOL 3
MA 2
Skills
Notice +3
Brawl +6
Bite 1d6/2+1 (#1d6+3)
Vomit 1d6 Acid 1m range
BTM -2 DAM 0
Weakpoint - Brain: Only Called Shots/Destruction of Head can
stop it
Burrowing - (Can tunnel through dirt and sand 2 feet per
minute, 6.5m per Turn (yes 2020 has 10 minute turns in the corebook)
Must Eat Flesh Daily, Spread via Bite
Crimson Head Zombie
BODY 8
REF 7
INT 1
COOL 3
MA 14
Skills
Notice +3
Brawl +6
Athletic +7
Bite 1d6/2+1 (#1d6+3)
Claws 1d6+3 AP (#2d6 AP)
BTM -3 DAM +1
Weakpoint - Brain: Only Called Shots/Destruction of Head can
stop it
Weakpoint - Fire: Cannot develop from zombie if immolated,
takes double damage from fire
Burrowing - (Can tunnel through dirt and sand 2 feet per
minute, 6.5m per Turn
The Lunge - MA increases by 3 when making a final movement
towards a target, +2 to intiative that round
Must Eat Flesh Daily, Spread via Bite, animal cunning
Crimson Head Zombie Prototype
BODY 8
REF 7
INT 1
COOL 3
MA 14
Skills
Notice +6
Brawl +9
Athletic +7
Bite 1d6/2+1
Natural Armour SP 4
Bite 1d6/2+1 (#1d6+3)
Claws 1d6+3 AP (#2d6 AP)
BTM -3 DAM +1
Natural Armour SP4
Does not make Stun Saves
Weakpoint - Brain: Only Called Shots/Destruction of Head can
stop it
Weakpoint - Fire: Cannot develop from zombie if immolated,
takes double damage from fire
Burrowing - (Can tunnel through dirt and sand 2 feet per
minute, 6.5m per Turn
The Lunge - MA increases by 3 when making a final movement
towards a target, +2 to initiative that round
Must Eat Flesh Daily, Spread via Bite, animal cunning
The RE: Genesis netbook claims it can cause airborne T-Virus
infections if in proximity to those of low constitution. If that is chosen, any
unsealed foes will become infected if they are in melee contact with the
infected for more rounds than their BTM as a positive number.
Licker
BODY 4
REF 6
INT 1
COOL 1
MA 3 (2 while climbing)
Skills
Awareness +7
Brawl +7
Athletics +6
Claws 1d6+3 AP (#2d6 AP)
Tongue 2d6 2m (As a Slice & Dice)
BTM -1 DAM -1
SP 12 (If the sample zombie had Damage Resistance that
halved all damage to represent Skinweave, it might as well be consistent)
Weakpoint - Brain: Only Called Shots/Destruction of Head can
stop it
Leaping - Can jump 2m up or 4m forward or any combination as
part of a movement
#Take a Lickin' - Instead of the tongue as a distinct
weapon, the fanbook considered it as a special ability.
From a pool of 9, roll a 1d10 each time it is used deduct
that from the pool, if this results in a negative number, it becomes damage.
The deducted points are the number of d6s rolled for the tongue damage, with +3
damage added.
Occasionally eats flesh, animal cunning
Clawed/Evolved Licker
BODY 9
REF 6
INT 1
COOL 1
MA 3 (2 while climbing)
Skills
Awareness = +7
Brawl +8
Athletics +6
Claws 3d6 AP
BTM -3 DAM +1
SP 12 (If the sample zombie had Damage Resistance that
halved all damage to represent Skinweave, it might as well be consistent)
Weakpoint - Brain: Only Called Shots/Destruction of Head can
stop it
Can effectively sense any living thing within 30m of itself
Leaping - Can jump 2m up or 4m forward or any combination as
part of a movement
#Take a Lickin' - Instead of the tongue as a distinct
weapon, the fanbook considered it as a special ability.
From a pool of 9, roll a 1d10 each time it is used deduct
that from the pool, if this results in a negative number, it becomes damage.
The deducted points are the number of d6s rolled for the tongue damage, with +3
damage added.
Occasionally eats flesh, animal cunning
Hunter α
BODY 10
REF 7
INT 3
COOL 3
MA 14
Skills
Awareness +7
Brawl +7
Athletic +6
Claws 2d6 AP (#3d6 AP)
BTM -4 DAM +2
Can follow the scent of living beings that are 24 hours old.
Can lose trace if target passes through large enough body of water, for skill
purposes this is +14
Occasionally eats flesh including animals, animal cunning
Hunter β
BODY 10
REF 7
INT 3
COOL 3
MA 14
Skills
Awareness +7
Brawl +7
Athletic +6
Dodge +7
Claws 2d6 AP (#3d6 AP)
BTM -4 DAM +2
Natural Armour SP 4
Can follow the scent of living beings that are 24 hours old.
Can lose trace if target passes through large enough body of water, For skill
purposes this is +14
Occasionally eats organs including animals, animal cunning
Has a tendency towards playing with it's food, might pause
for a round before killing target
Hunter γ
BODY 12
REF 7
INT 3
COOL 7
MA 14
Skills
Awareness +7
Brawl +8
Swimming +6
Claws 2d6 AP (#3d6 AP)
Unhinged Jaw 6d6 (#4d10)
BTM -3 DAM +1
Weak Spot - Fire: Takes double damge from fire
Chomp - By taking two rounds to unhinge it's jaw, the Hunter
can do 6d6 damage with a bite
Leaping - Can jump 2m up or 4m forward or any combination as
part of a movement
Is blind and relies on other senses
Daily eats organs, animal cunning
Chimera
BODY 9
REF 7
INT 3
COOL 6
MA 14 (2 when climbing and 1 while crawling on walls/ceilings)
Skills
Notice +7
Brawl +7
Athletic +6
Claws 1d6+3 AP (#2d6 AP)
The semi-parasitic maggots living on its regenerating,
necrotised flesh do 1d6 damage (ignoring non-sealed armour) (#ignoring armour)
to anyone in melee range
Must Eat Flesh Daily, animal cunning
Tyrant (T-002 Model)
BODY 11
REF 7
INT 1
COOL 1
MA 14
Skills
Awareness +12
Brawl +8
Dodge +7
Talons 3d6 (AP) (#4d6 AP)
BTM -5 DAM +4
Does not make Stun Saves
Weakpoint - None: Only total dismemberment can stop this creature,
and it must be total
I disagree with this, the Tyrant has a massive
secondary/exposed heart Weakpoint - Heart would be better, requiring damage to
the Torso
Can effectively sense any living thing within 70m of itself
I also doubt this, but it was part of the original AFMBE
write-up
Fear - Automatically initiates Facedown rolls with an
effective Rep of 7 and suffers no ill-effect from losing
Leaping - Can jump 2m up or 4m forward or any combination as
part of a movement
The Lunge - MA increases by 3 when making a final movement
towards a target, +2 to initiative that round
Does not need to eat (presumably it's filled up on nutrients
in its tank), is created through surgery, animal cunning
Tyrant (T-103 Model)/Super-Tyrant [T-103R]
BODY = 11
REF = 3 [6]
INT = 6 [1]
Tech = 6 [0]
COOL = 1
MA = 2 [3]
Skills
Awareness = +12
Brawl = +9 [+12]
Intimidation = +9 [+0]
Athletics +6 [+0]
Punch 1d6+3 (#2d6)
Will attack twice if possible
[Talons 3d6 (AP) (#4d6 AP)]
[Can attack twice a round with no penalty]
BTM -5 DAM +4
Power Limiter Coat, All but head SP 14 SDP 42, Listed value
of 400 split like Dead Points
When the Power Limiter is Destroyed, the Tyrant mutates into
a Super-Tyrant
Does not make Stun Saves
Weakpoint - None: Only total dismemberment can stop this
creature and it must be total
[Weakpoint - Heart: Only Called Shots/Destruction of Torso
can stop it]
Can effectively sense a pre-programed target(s) within 70m
of itself [Stops]
Does not need to eat (presumably it's filled up on nutrients
in it's tank), is created through surgery, problem solving [Dumb as dead wood]
Nemesis-T Type
Stage I
BODY 25
REF 7
INT 6
TECH 6
COOL 3
MA 14
Skills
Awareness +12
Brawl +9
Heavy Weapons +8
Punch 1d6+3 (#2d6)
Tentacle (Melee) 3d6 and T-Virus infection
This infection appears to spread slower according to the
netbook, the roll to resist is made every 3 hours but causes 2 wounds if
failed, with 3 total failures resulting in death and reanimation
Militech Scorpion 16 Surface-to-Air Missile HVY -1 N P 7D10
1 1 1,000 VR
BTM -7 DAM 1d10+2
Coat (All but Head and upper part of Right Arm) SP 14
When reaching Mortal levels, Nemesis retreats and metamorphoses
into Stage II
Can effectively sense any living thing within 70m of itself
Can follow the scent of living beings that are 24 hours old.
Can lose trace if target passes through large enough body of water, for skill
purposes this is +17
Regenerates 1 Damage per round
Does not need to eat presumably it's filled up on nutrients
in it's tank), Can speak limited amounts, problem solving
Stage II
BODY 22
REF 7
INT 6
TECH 6
COOL 3
MA 14
Skills
Awareness +12
Brawl +10
Punch 1d6+3 (#2d6)
Tentacle 4m 3d6 (#5d6) and T-Virus infection
BTM -6 DAM 1d10
Weak Spot - Chemical (Acid): Will not be rendered inanimate
unless acid is applied to body, is reduced to quivering mound of necrotic flesh
for 1d6/2 x BODY minutes then transforms into Stage III
Tattered Clothing (Lower Abdomen and Legs) SP 8
Can effectively sense any living thing within 70m of itself
Can follow the scent of living beings that are 24 hours old.
Can lose trace if target passes through large enough body of water, for skill
purposes this is +17
Regenerates 1 Damage per round
Does not need to eat presumably it's filled up on nutrients
in it's tank), Can speak limited amounts, problem solving
Stage III
BODY 21
REF 3
INT 1
COOL 1
MA 2
Skills
Awareness +12
Brawl +10
Tentacle 4m 3d6 (#5d6) and T-Virus infection
Can attack two separate targets per round
Spitter 2m 2d6 Acid (#3d6)
BTM -6 DAM 1d10
Weak Spot - None: Only total dismemberment can stop this creature,
and it must be total
Can effectively sense any living thing within 70m of itself
Weekly eats flesh, animal cunning
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